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One-shots / ChristmasKrampusCR4
Krampus (CR 4)
- Size/Type: Large fiend
- Armor Class: 13 (hide armor)
- Hit Points: 80 (9d10 + 36)
- Speed: 40 ft.
Abilities:
- STR: 19 (+4)
- DEX: 8 (-1)
- CON: 18 (+4)
- INT: 6 (-2)
- WIS: 10 (+0)
- CHA: 12 (+1)
Saving Throws:
- Constitution: +7
- Wisdom: +3
Skills:
- Intimidation: +4
- Perception: +3
Damage Resistances:
- Cold: Resistance to cold damage (Krampus is unaffected by cold and ice).
Senses:
- Darkvision: 60 ft., Passive Perception 13
Languages:
Challenge:
Actions:
- Multiattack: Krampus makes two attacks with its claws or can use its Grasp Child and then make one claw attack.
- Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Grasp Child: Melee Weapon Attack: +6 to hit, reach 5 ft., one smaller creature. Hit: The target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and Krampus can't use Grasp Child on another target.
- Terrifying Roar (Recharge 5-6): Krampus lets out a fearsome bellow. Each creature of Krampus’s choice within 30 feet of it and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions:
- Krampus can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Krampus regains spent legendary actions at the start of its turn.
- Move: Krampus moves up to half its speed without provoking opportunity attacks.
- Claw Attack: Krampus makes one claw attack.
- Chilling Gaze (Costs 2 Actions): Krampus targets one creature it can see within 30 feet of it. The target must make a DC 13 Wisdom saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next attack roll it makes before the end of its next turn.
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